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authorCampbell Barton <ideasman42@gmail.com>2012-11-11 04:39:08 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-11-11 04:39:08 +0400
commitdfc55421dfed71b3b9cc074d1d3919bd02168ad7 (patch)
tree169e16da6e3589901236858cbc5586a1c5098745 /source/gameengine/Converter
parentf8af8100d28910202f0b34f5aafea30321d59842 (diff)
game engine material conversion: don't use the material to convert vertex colors, then extract back out (pre face).
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp29
1 files changed, 8 insertions, 21 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index d127f1fba78..b5ff11007de 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -487,15 +487,14 @@ static bool ConvertMaterial(
MTFace* tface,
const char *tfaceName,
MFace* mface,
- MCol* mmcol,
+ MCol* mmcol, /* only for text, use first mcol, weak */
MTF_localLayer *layers,
- bool glslmat)
+ const bool glslmat)
{
material->Initialize();
int numchan = -1, texalpha = 0;
bool validmat = (mat!=0);
bool validface = (tface!=0);
- bool use_mcol = true;
material->IdMode = DEFAULT_BLENDER;
material->glslmat = (validmat)? glslmat: false;
@@ -503,7 +502,6 @@ static bool ConvertMaterial(
// --------------------------------
if (validmat) {
- use_mcol = (mat->mode & MA_VERTEXCOLP || glslmat) ? true: false;
// use lighting?
material->ras_mode |= ( mat->mode & MA_SHLESS )?0:USE_LIGHT;
material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED;
@@ -852,19 +850,9 @@ static bool ConvertMaterial(
}
}
- unsigned int rgb[4];
- GetRGB(use_mcol, mface, mmcol, mat, rgb[0], rgb[1], rgb[2], rgb[3]);
-
- // swap the material color, so MCol on bitmap font works
- if (validmat && use_mcol == false && (mat->game.flag & GEMAT_TEXT))
- {
- rgb[0] = KX_rgbaint2uint_new(rgb[0]);
- rgb[1] = KX_rgbaint2uint_new(rgb[1]);
- rgb[2] = KX_rgbaint2uint_new(rgb[2]);
- rgb[3] = KX_rgbaint2uint_new(rgb[3]);
+ if (validmat && mmcol) { /* color is only for text */
+ material->m_mcol = *(unsigned int *)mmcol;
}
-
- material->SetConversionRGB(rgb);
material->SetConversionUV(uvName, uv);
material->SetConversionUV2(uv2Name, uv2);
@@ -1009,20 +997,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene,
bool twoside = false;
if (converter->GetMaterials()) {
+ const bool glslmat = converter->GetGLSLMaterials();
+ const bool use_mcol = ma ? (ma->mode & MA_VERTEXCOLP || glslmat) : true;
/* do Blender Multitexture and Blender GLSL materials */
- unsigned int rgb[4];
MT_Point2 uv[4];
/* first is the BL_Material */
if (!bl_mat)
bl_mat = new BL_Material();
ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
- layers, converter->GetGLSLMaterials());
+ layers, glslmat);
/* vertex colors and uv's were stored in bl_mat temporarily */
- bl_mat->GetConversionRGB(rgb);
- rgb0 = rgb[0]; rgb1 = rgb[1];
- rgb2 = rgb[2]; rgb3 = rgb[3];
+ GetRGB(use_mcol, mface, mcol, ma, rgb0, rgb1, rgb2, rgb3);
bl_mat->GetConversionUV(uv);
uv0 = uv[0]; uv1 = uv[1];